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使用vue学习three.js之加载和使用纹理-设置material.bumpMap属性使用凹凸贴图创建皱纹1.demo效果2. 实现要点3. demo代码

使用凹凸贴图创建皱纹

  • 1.demo效果
  • 2. 实现要点
    • 2.1 创建地板
    • 2.2 创建凹凸贴图的物体
    • 2.3 创建普通贴图的物体
  • 3. demo代码

1.demo效果

使用vue学习three.js之加载和使用纹理-设置material.bumpMap属性使用凹凸贴图创建皱纹1.demo效果2. 实现要点3. demo代码

2. 实现要点

2.1 创建地板

createFloor() {
  const publicPath = process.env.BASE_URL
  const floorTex = new THREE.TextureLoader().load(
    `${publicPath}textures/general/floor-wood.jpg`
  )
  const plane = new THREE.Mesh(
    new THREE.BoxGeometry(200, 100, 0.1, 30),
    new THREE.MeshPhongMaterial({
      color: 0x3c3c3c,
      map: floorTex
    })
  )
  plane.position.y = -7.5
  plane.rotation.x = -0.5 * Math.PI
  this.scene.add(plane)
}
           

2.2 创建凹凸贴图的物体

通过凹凸贴图可以实现材质表面不同深度的凹凸,使物体更有真实感,实现过程很简单

需要准备两个纹理贴图

一个用来设置material.map 属性,用作材质的普通贴图

一个用来设置material.bumpmap属性,用作材质的凹凸贴图

除此之外要想审查凹凸纹理效果material还有一个bumpScale属性要设置

createMesh(geom, imageFile, bump) {
  const publicPath = process.env.BASE_URL
  const texture = new THREE.TextureLoader().load(`${publicPath}textures/general/` + imageFile)
  geom.computeVertexNormals()
  const mat = new THREE.MeshPhongMaterial()
  mat.map = texture

  if (bump) {
    const bump = new THREE.TextureLoader().load(`${publicPath}textures/general/` + bump)
    mat.bumpMap = bump
    mat.bumpScale = 0.2
  }

  const mesh = new THREE.Mesh(geom, mat)
  return mesh
}
           
//创建带凹凸贴图的物体
this.cube2 = this.createMesh(
  new THREE.BoxGeometry(15, 15, 2),
  'stone.jpg',
  'stone-bump.jpg'
)
this.cube2.rotation.y = 0.5
this.cube2.position.x = -12
this.scene.add(this.cube2)
           

2.3 创建普通贴图的物体

//创建没有凹凸贴图的物体
this.cube1 = this.createMesh(
  new THREE.BoxGeometry(15, 15, 2),
  'stone.jpg'
)
this.cube1.rotation.y = -0.5
this.cube1.position.x = 12
this.scene.add(this.cube1)
           

3. demo代码

<template>
  <div>
    <div id="container" />
    <div class="controls-box">
      <section>
        <el-row>
          <el-checkbox v-model="properties.rotate">
            rotate
          </el-checkbox>
        </el-row>
        <el-row>
          <div v-for="(item,key) in properties" :key="key">
            <div v-if="item&&item.name!=undefined">
              <el-col :span="8">
                <span class="vertice-span">{{ item.name }}</span>
              </el-col>
              <el-col :span="13">
                <el-slider v-model="item.value" :min="item.min" :max="item.max" :step="item.step" :format-tooltip="formatTooltip" @change="propertiesChange" />
              </el-col>
              <el-col :span="3">
                <span class="vertice-span">{{ item.value }}</span>
              </el-col>
            </div>
          </div>
        </el-row>
        <el-row>
          <el-col :span="8" class="label-col">
            <label>texture</label>
          </el-col>
          <el-col :span="16">
            <el-select v-model="properties.textureType" placeholder="请选择" @change="propertiesChange">
              <el-option v-for="item in texturesOptions" :key="item.value" :label="item.label" :value="item.value" />
            </el-select>
          </el-col>
        </el-row>
      </section>
    </div>
  </div>
</template>

<script>
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
export default {
  data() {
    return {
      texturesOptions: [
        {
          value: 'stone',
          label: 'stone'
        },
        {
          value: 'weave',
          label: 'weave'
        }
      ],
      properties: {
        bumpScale: {
          name: 'bumpScale',
          value: 0.2,
          min: -2,
          max: 2,
          step: 0.1
        },
        textureType: 'stone',
        rotate: false
      },
      cube1: null,
      cube2: null,
      camera: null,
      scene: null,
      renderer: null,
      controls: null
    }
  },
  mounted() {
    this.init()
  },
  methods: {
    formatTooltip(val) {
      return val
    },

    // 初始化
    init() {
      this.createScene() // 创建场景
      this.createModels() // 创建模型
      this.createLight() // 创建光源
      this.createCamera() // 创建相机
      this.createRender() // 创建渲染器
      this.createControls() // 创建控件对象
      this.render() // 渲染
    },
    // 创建场景
    createScene() {
      this.scene = new THREE.Scene()
    },
    // 创建模型
    createModels() {
      //创建没有凹凸贴图的物体
      this.cube1 = this.createMesh(
        new THREE.BoxGeometry(15, 15, 2),
        'stone.jpg'
      )
      this.cube1.rotation.y = -0.5
      this.cube1.position.x = 12
      this.scene.add(this.cube1)

      //创建带凹凸贴图的物体
      this.cube2 = this.createMesh(
        new THREE.BoxGeometry(15, 15, 2),
        'stone.jpg',
        'stone-bump.jpg'
      )
      this.cube2.rotation.y = 0.5
      this.cube2.position.x = -12
      this.scene.add(this.cube2)
      // console.log(this.cube2.geometry.faceVertexUvs)

      this.createFloor()
    },
    createMesh(geom, imageFile, bump) {
      const publicPath = process.env.BASE_URL
      const texture = new THREE.TextureLoader().load(
        `${publicPath}textures/general/` + imageFile
      )
      geom.computeVertexNormals()
      const mat = new THREE.MeshPhongMaterial()
      mat.map = texture

      if (bump) {
        const bump = new THREE.TextureLoader().load(
          `${publicPath}textures/general/` + bump
        )
        mat.bumpMap = bump
        mat.bumpScale = 0.2
      }

      const mesh = new THREE.Mesh(geom, mat)
      return mesh
    },
    createFloor() {
      const publicPath = process.env.BASE_URL
      const floorTex = new THREE.TextureLoader().load(
        `${publicPath}textures/general/floor-wood.jpg`
      )
      const plane = new THREE.Mesh(
        new THREE.BoxGeometry(200, 100, 0.1, 30),
        new THREE.MeshPhongMaterial({
          color: 0x3c3c3c,
          map: floorTex
        })
      )
      plane.position.y = -7.5
      plane.rotation.x = -0.5 * Math.PI
      this.scene.add(plane)
    },
    // 创建光源
    createLight() {
      // 环境光
      const ambientLight = new THREE.AmbientLight(0x242424, 0.1) // 创建环境光
      this.scene.add(ambientLight) // 将环境光添加到场景

      const spotLight = new THREE.SpotLight(0xffffff) // 创建聚光灯
      spotLight.position.set(0, 30, 30)
      spotLight.intensity = 1.2
      this.scene.add(spotLight)
    },
    // 创建相机
    createCamera() {
      const element = document.getElementById('container')
      const width = element.clientWidth // 窗口宽度
      const height = element.clientHeight // 窗口高度
      const k = width / height // 窗口宽高比
      // PerspectiveCamera( fov, aspect, near, far )
      this.camera = new THREE.PerspectiveCamera(45, k, 0.1, 1000)
      this.camera.position.set(0, 12, 38) // 设置相机位置

      this.camera.lookAt(new THREE.Vector3(0, 0, 0)) // 设置相机方向
      this.scene.add(this.camera)
    },
    // 创建渲染器
    createRender() {
      const element = document.getElementById('container')
      this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true })
      this.renderer.setSize(element.clientWidth, element.clientHeight) // 设置渲染区域尺寸
      // this.renderer.shadowMap.enabled = true // 显示阴影
      // this.renderer.shadowMap.type = THREE.PCFSoftShadowMap
      this.renderer.setClearColor(0xeeeeee, 1) // 设置背景颜色
      element.appendChild(this.renderer.domElement)
    },

    propertiesChange() {
      const publicPath = process.env.BASE_URL
      const texture = new THREE.TextureLoader().load(
        `${publicPath}textures/general/` + this.properties.textureType + '.jpg'
      )
      this.cube1.material.map = texture
      this.cube2.material.map = texture

      const bump = new THREE.TextureLoader().load(
        `${publicPath}textures/general/` +
          this.properties.textureType +
          '-bump.jpg'
      )
      this.cube2.material.bumpMap = bump

      this.cube2.material.bumpScale = this.properties.bumpScale.value
    },

    updateRotation() {
      if (this.properties.rotate) {
        this.cube1.rotation.y += 0.01
        this.cube2.rotation.y -= 0.01
      }
    },

    render() {
      this.updateRotation()
      this.renderer.render(this.scene, this.camera)
      requestAnimationFrame(this.render)
    },
    // 创建控件对象
    createControls() {
      this.controls = new OrbitControls(this.camera, this.renderer.domElement)
    }
  }
}
</script>

<style>
#container {
  position: absolute;
  width: 100%;
  height: 100%;
}
.controls-box {
  position: absolute;
  right: 5px;
  top: 5px;
  width: 300px;
  padding: 10px;
  background-color: #fff;
  border: 1px solid #c3c3c3;
}
.label-col {
  padding: 8px 5px;
}

.vertice-span {
  line-height: 38px;
  padding: 0 2px 0 10px;
}
</style>

           

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